![]() ![]() If true, the Audio Component plays multiple sound instances at once.ĭetermines a chain of source effects to apply to the sounds playing on the Audio Component.Īttenuation is the ability of a sound to decrease in volume as the player moves away from it. A frequency of 0.0 is the device sample rate and will bypass the filter.Įnable to override the priority of selected sound with the value provided. Whether or not the sound asset plays when the game is paused.Įnable to set the frequency (in Hz) of the low pass Filter. Modifier applied to set the overall Pitch of the sound. Modifier applied to set the overall Volume of the sound. Points to a Sound Wave or Sound Cue asset. You can assign a sound asset from the Details panel by selecting an asset from the Sound setting's drop-down menu or by highlighting a sound asset in the Content Browser and clicking theĪdditional options inside the Sound section of the Details panel are defined below. Open the Actor menu in the Menu bar and select Place Actor.ĭrag a Sound Wave or Sound Cue from the Content Browser into your level.Īn Ambient Sound Actor has no function without an associated sound asset. ![]() Right-click in your level and select Place Actor from the context menu. Select the Ambient Sound Actor from the Place Actors panel in the All Classes tab and drag it into your level as seen below. You can add an Ambient Sound Actor to your level in several ways: The sound asset the Ambient Sound Actor points to will only play once per trigger unless specified as Looping in the Sound Wave or defined as part of a Sound Cue asset. If the Ambient Sound Actor is set to Auto Activate, it will immediately begin to play once it is created (at the beginning of play or on spawn), even if the player is not in a position to hear it. By comparison, a sound that is normally loud, may appear soft if it is further away. Generally, the Ambient Sound Actor conforms to the real world where the closer you are to a sound, the louder it will appear. The Ambient Sound Actor can be used for many purposes such as ambient looping sounds as well as non-looping sounds.
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